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| #include "D3DWidget.h" #include <QWindow> #include <d3dcompiler.h>
#include <d3d11.h>
const char* g_shaderSource = R"( struct VOut { float4 position : SV_POSITION; float4 color : COLOR; };
VOut VShader(float4 position : POSITION, float4 color : COLOR) { VOut output; output.position = position; output.color = color; return output; }
float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET { return color; } )"; D3DWidget::D3DWidget(QWidget* parent) : QWidget(parent) { setAttribute(Qt::WA_PaintOnScreen); setAttribute(Qt::WA_NoSystemBackground); }
D3DWidget::~D3DWidget() {}
void D3DWidget::initD3D() { DXGI_SWAP_CHAIN_DESC sd = {}; sd.BufferCount = 1; sd.BufferDesc.Width = width(); sd.BufferDesc.Height = height(); sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = (HWND)this->winId(); sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE;
UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif
D3D_FEATURE_LEVEL featureLevel; const D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0 };
HRESULT hr = D3D11CreateDeviceAndSwapChain( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevels, 1, D3D11_SDK_VERSION, &sd, &m_swapChain, &m_device, &featureLevel, &m_context );
if (SUCCEEDED(hr)) { m_initialized = true; resizeEvent(nullptr); }
ComPtr<ID3DBlob> vsBlob, psBlob, errorBlob;
D3DCompile(g_shaderSource, strlen(g_shaderSource), nullptr, nullptr, nullptr, "VShader", "vs_5_0", 0, 0, &vsBlob, &errorBlob); m_device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &m_vertexShader);
D3DCompile(g_shaderSource, strlen(g_shaderSource), nullptr, nullptr, nullptr, "PShader", "ps_5_0", 0, 0, &psBlob, &errorBlob); m_device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &m_pixelShader);
D3D11_INPUT_ELEMENT_DESC ied[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; m_device->CreateInputLayout(ied, 2, vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &m_inputLayout);
Vertex vertices[] = { { 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }, { 0.45f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f }, {-0.45f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f } };
D3D11_BUFFER_DESC bd = {}; bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof(vertices); bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA srd = {}; srd.pSysMem = vertices; m_device->CreateBuffer(&bd, &srd, &m_vertexBuffer);
m_initialized = true; }
void D3DWidget::resizeEvent(QResizeEvent* event) { if (!m_initialized) return;
m_renderTargetView.Reset();
m_swapChain->ResizeBuffers(0, width(), height(), DXGI_FORMAT_UNKNOWN, 0);
ComPtr<ID3D11Texture2D> backBuffer; m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)); m_device->CreateRenderTargetView(backBuffer.Get(), nullptr, &m_renderTargetView);
D3D11_VIEWPORT vp; vp.Width = (FLOAT)width(); vp.Height = (FLOAT)height(); vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; m_context->RSSetViewports(1, &vp); }
void D3DWidget::paintEvent(QPaintEvent* event) { if (!m_initialized) initD3D(); render(); }
void D3DWidget::render() { if (!m_initialized) return;
float clearColor[] = { 0.0f, 0.2f, 0.1f, 1.0f }; m_context->ClearRenderTargetView(m_renderTargetView.Get(), clearColor);
m_context->OMSetRenderTargets(1, m_renderTargetView.GetAddressOf(), nullptr);
m_context->VSSetShader(m_vertexShader.Get(), nullptr, 0); m_context->PSSetShader(m_pixelShader.Get(), nullptr, 0); m_context->IASetInputLayout(m_inputLayout.Get());
UINT stride = sizeof(Vertex); UINT offset = 0; m_context->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &stride, &offset); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->Draw(3, 0);
m_swapChain->Present(1, 0); update(); }
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